Actually, that is only to start the map.
So if you do that, your "ground floor" is 0.
This is from my script (Underworld, if you want to see it just goto http://mods.dgdn.net or see if you can find the old topic I posted on this forum about it; also I posted alot of RMS resources there too...):
int classLava=rmDefineClass("lava");
int numTries=30*cNumberNonGaiaPlayers;
int failCount=0;
for(i=0; <numTries)
{
int id3=rmCreateArea("Elev"+i);
rmSetAreaSize(id3, rmAreaTilesToFraction(15), rmAreaTilesToFraction(120));
rmSetAreaLocation(id3, rmRandFloat(0.0, 1.0), rmRandFloat(0.0, 1.0));
rmSetAreaWarnFailure(id3, false);
rmAddAreaConstraint(id3, avoidBuildings);
rmAddAreaToClass(id3, classLava);
rmSetAreaBaseHeight(id3, rmRandFloat(4.0, 5.0));
if(rmRandFloat(0,1)<0.5)
{
rmSetAreaTerrainType(id3, "Hades4");
rmAddAreaTerrainLayer(id3, "Hades3", 0, 1);
}
else
{
rmSetAreaTerrainType(id3, "Hades7");
rmAddAreaTerrainLayer(id3, "Hades5", 0, 1);
}
rmSetAreaMinBlobs(id3, 3);
rmSetAreaMaxBlobs(id3, 4);
rmSetAreaMinBlobDistance(id3, 10.0);
rmSetAreaMaxBlobDistance(id3, 50.0);
rmSetAreaCoherence(id3, 0.0); if(rmBuildArea(id3)==false)
{
failCount++;
if(failCount==5)
break;
}
else
failCount=0;
}
numTries=70*cNumberNonGaiaPlayers;
failCount=0;
for(i=0; <numTries)
{
id3=rmCreateArea("Wrinkle"+i);
rmSetAreaSize(id3, rmAreaTilesToFraction(15), rmAreaTilesToFraction(120));
rmSetAreaLocation(id3, rmRandFloat(0.0, 1.0), rmRandFloat(0.0, 1.0));
rmSetAreaWarnFailure(id3, false);
rmSetAreaBaseHeight(id3, rmRandFloat(2.0, 3.0));
rmSetAreaMinBlobs(id3, 2);
rmSetAreaMaxBlobs(id3, 3);
rmSetAreaMinBlobDistance(id3, 10.0);
rmSetAreaMaxBlobDistance(id3, 20.0);
rmSetAreaCoherence(id3, 0.0); if(rmBuildArea(id3)==false)
{
failCount++;
if(failCount==5)
break;
}
else
failCount=0;
}
These are elevation codes in the Random Maps. You should find somthing similar in the premade scripts. The first id3 section is for me to place lava on, the higher elevations, but less common. The second part is the lower elevations and more common.
rmSetAreaBaseHeight(id3, rmRandFloat(2.0, 3.0));
Is what controls your height. Whether for the lava or just bumps, this controls how high that area is. rmRandFloat is just to pick between two numbers. It can just be
rmSetAreaBaseHeight(id3, 3.0);
If you want it to be always 3.
Remember, if you map init to 0, it will be 3 above 0. But I think if you map init 1, it will only be 2 above 1.
Water should appear areas under 0.